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drbuzzard's page

Pathfinder Companion Subscriber. FullStarFullStar Pathfinder Society GM. 11,302 posts (22,393 including aliases). No reviews. No lists. No wishlists. 12 Pathfinder Society characters. 42 aliases.


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Tanrov and Kevin are up for round 2.

miss, hit, hit, confirm, miss, miss

still up

They hear the fairly weak entreaties of the peck, but a bit more cajoling makes them come around and help you out.

The divers advise the PCs to be careful about what they touch, as the sharp coral can leave painful wounds. They also warn that although slow, the deceptively strong currents can still disorient divers, and can drag a swimmer out to sea to his death. If made helpful, the divers offer to barter some of their special equipment, including sandbag weights and diving floats (barrels with ropes attached) for some of the PCs’ more mundane equipment. The weights can help the PCs reach the bottom swiftly (granting a +2 circumstance bonus on Swim checks to dive), while the f loats mark a diver’s position relative to others and can help prevent the PCs from being dragged out to sea by the currents (granting a +2 circumstance bonus on Swim checks to return to the surface).

Take whatever trait. I don't think there's too many broken ones.

The devil moves up and tries to stab Bo with his spear.

to hit: 1d20 ⇒ 13 damage: 6d6 + 11 ⇒ (1, 4, 6, 5, 2, 4) + 11 = 33 hit

PCs are up

OK, you can either try to diplomacy again, (someone else, they don't like the mage) or head into the water.

Pathfinder Companion Subscriber

OK, got an idea together.

Nathan Bensson:

Nathan is a fairly experienced member of the Gray Corsairs, recruited for this mission since there would need to be someone to captain the vessel after it was successfully hijacked.

Nathan grew up around the docks of Almas, the capital of Andoran. His father was a shipwright, and he learned much of the shipbuilding trade. Even as a youth he showed a great affinity for the water. This was assumed to be just due to spending a lot of time around the harbor and his father's workplace. As it turned out, it went beyond that as he started to exhibit a strange mastery of water, particularly ice. His uncanny abilities led to him being recruited by the Eagle Knights in their ongoing crusade against slavers.

His expertise in shipbuilding (after years of apprenticeship) lead to him gravitating to the Gray Corsairs, and partaking in many privateering missions against slaving vessels. He became a stalwart member using both his skills and his strange control of ice.

Nathan is of average height, with brown hair and hazel eyes. He normally dresses like a sailor of his standing (a bosun). At the moment he's in rags.

He has a fairly easy going disposition for a crusader against slavery, but he does it out of a sense of responsibility of what his uncanny abilities allow him to do rather than any personal tragedy or demons that drive him. Hence he's lacks the fanatical nature of many of his fellows.


Nathan -Fuzzfoot Castaway
Human hydrokineticist 3 (Pathfinder RPG Occult Adventures 10)
CG Medium humanoid (human)
Init +5; Senses Perception +6
AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)
hp 30 (3d8+12)
Fort +7, Ref +6, Will +2
Speed 30 ft.
Special Attacks kinetic blast
Kineticist Wild Talents Known
. . Defense—shroud of water
. . Infusions—draining infusion (DC 15), extended range
. . Blasts—cold blast (2d6+2 cold)
. . Utility—basic hydrokinesis, water alteration
Str 12, Dex 16, Con 18, Int 10, Wis 10, Cha 8
Base Atk +2; CMB +3; CMD 17
Feats Dodge, Point-Blank Shot, Precise Shot
Traits indomitable faith, reactionary
Skills Acrobatics +9, Craft (ships) +4, Heal +4, Knowledge (nature) +5, Perception +6, Profession (sailor) +6, Swim +7
Languages Common
SQ burn (1 point/round, max 7), elemental overflow +1, gather power
Special Abilities
Burn 1/round (3 nonlethal/burn, 7/day) Burn HP to gain greater effects on your wild talents.
Cold Blast (Sp) Level 1; Burn 0
Draining Infusion (DC 15) Blast only effects targets with the same subtype as your blast, but ignores DR, immunities or resistances
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Extended Range Kinetic blast has range of 120ft.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Water Alteration (Sp) Alter the salinity and temperature of 2 gal./kineticit level of water.

I didn't do any equipment choices. He's fairly self sufficient, but would have a set of ship building tools and a cutlass normally. Maybe he'd also have boots of the cat for use in the rigging. As he was posing as a slave, he wouldn't take any of his valued items with him.

Jan hits 2 some more and puts it down.

Obi hits the devil once. Fails to confirm.

Boom: miss, hit, hit, hit- dead target

Marcus also drops a zombie.

OK, first off to stop the whining, your armor is done.

Second, your next mission involves a briefing by the queen of the elves at breakfast tomorrow. Since I'm a lazy GM and don't really want to roleplay out all the foofy elvish stuff (even in hick version) I'll just summarize.

The shadow key you found will take you to Zirnakaynin, which is the Drow capital. Of course that would normally be suicide. However the elves have a trick up their sleeve. They have a necromancer who can basically turn you into an animated Drow corpse for a while. You change your race to Drow (base) minus the stat changes, and the disguise cannot be detected via normal magic or close inspection.

Once you are there in disguise, you are to figure out what exactly is up with this endy world business.

So when you level up to 9th, also have a version where you are a Drow (which does give you spell resistance- and self loathing in the case of Kronug).


The crowd seems particularly unimpressed by the efforts of the mage and the crowd of once interested people starts to disperse.

More or less.

Hit zombie. Destroy Zombie.

Made from bleached bones that have been fused together, the head of this staff burns with an unholy fire. This staff can be used as a +1 flaming quarterstaff (only one end of
the staff bears magical enhancement), and it retains this property even if all its charges are drained. This staff can cast the following spells:
• Ray of enfeeblement (1 charge)
• Scorching ray (1 charge)
• False life (1 charge)
• Fireball (2 charges)
• Animate dead (3 charges)

no idea on the ring

the shadow key is minor artifact level and probably opens a magic portal

Did the trash panda save?

You don't have a lot of downtime. You're sent on a new missions right after you get back.

Gotta read the next part.

Channelbot channels again.

5d6 ⇒ (4, 2, 5, 4, 6) = 21

Bleed is automatic.

I should also note that anyone within 20' of one of the big ones (1,2) is subject to the gaze attack and needs to make a DC 23 fort save unless you close your eyes.

will saves: 5d20 ⇒ (15, 11, 9, 12, 11) = 58 pass, pass, fail, pass, pass

I know the rules, I just expect him to do the math and tell me. It is his character.

Obi: hit, miss, miss, miss -90

Bo: hit, hit, miss, miss drops #3 with damage from Boom added

Jan: Puts down #4 - you have 2 other shots which will hit, what target?

Boom: all those hit (#1) -111

reflex: 4d20 ⇒ (10, 8, 4, 18) = 40 yes, yes, no, yes- 2 takes 10 damage

1 attacks Boom

claw, claw, tentacle
to hit: 1d20 ⇒ 3 damage: 2d6 + 7 ⇒ (6, 1) + 7 = 14 miss
to hit: 1d20 ⇒ 3 damage: 2d6 + 7 ⇒ (5, 2) + 7 = 14 miss
to hit: 1d20 ⇒ 11 damage: 4d6 + 3 ⇒ (1, 3, 2, 2) + 3 = 11 hit DC 23 fort save or paralyzed and you bleed 1d6 ⇒ 6

2 attacks Jan
to hit: 1d20 ⇒ 4 damage: 2d6 + 7 ⇒ (4, 2) + 7 = 13 miss
to hit: 1d20 ⇒ 16 damage: 2d6 + 7 ⇒ (6, 6) + 7 = 19 hit bleed 1d6 ⇒ 5
to hit: 1d20 ⇒ 9 damage: 4d6 + 3 ⇒ (2, 5, 4, 6) + 3 = 20 miss

Devil drops another ice storm on you all

bludgeoning: 3d6 ⇒ (1, 5, 1) = 7 cold: 2d6 ⇒ (1, 4) = 5

PCs are up.

Channel to harm? DC?

Some diplomacy would be in order here.

On the corpse when it appears in about a minute you find:
handy haversack, signet ring , shadow key, magic staff
1,000 gp in diamond dust, spellbook (contains all prepared spells, all wizard illusion spells from the PH up to 5th level, and four other spells of your choosing of levels 1 through 4)

The shadow key will get you back home through the portal you entered. The module was supposed to convey that the baddies are trying to redo Earthfall. They were in this shadow duplicate of the past to figure out exactly how to get it done. The practice small runs from the previous modules (on the island) are the lab tests. Now you have to move on to deal with the real threat. You level to 9 now.

Zombies finally react to the intrusion.

4 attacks Tanrov
to hit: 1d20 ⇒ 12damage: 1d6 + 4 ⇒ (4) + 4 = 8 miss

2,3 on Kevin
to hit: 1d20 ⇒ 15damage: 1d6 + 4 ⇒ (2) + 4 = 6 miss
to hit: 1d20 ⇒ 16damage: 1d6 + 4 ⇒ (3) + 4 = 7 miss

5 on Ulelarik
to hit: 1d20 ⇒ 2damage: 1d6 + 4 ⇒ (6) + 4 = 10 miss

6 moves too far to attack

Rest are up for round 1

Kevin (gone)
Tanrov (gone)
Xan up
Uelarik (who shouldn't have gone yet, so don't go again)
Molli up
Marcus up

Traveling up the coast, the PCs come upon a small village of indigenous pearl divers. They greet you in the local dialect, seeming friendly enough.


You heard a loud yell of pain and a thud.

You might want to roll a miss chance.

Kronug, you are able to locate the perp who tossed the fireball.

Need initiatives.


Hit, still up.

“The challenge of water is hardly difficult. Mostly, it is a test of patience and fortitude. Gozreh requires that you retrieve for him a single black pearl. Head north a bit, out by the crags of the cape. Those shores are filled with oyster beds, and such pearls are not uncommon to those who know where to look.”

The old druid listens to the persuasive little peck and nods his head. He then scampers down the rocks to talk to you.

“In truth, I am skeptical of your abilities. At best you seem to me blissful incompetents. I doubt you even capable of finding your way back to town, much less through the jungle. But Gozreh may have different ideas, and it may serve his purpose for me to accompany you. I am willing to accept your proposal if you first prove yourselves by completing two simple tests, one of wind and one of water. Of course, you may decline, but I must add that if you fear performing Gozreh’s simple tasks, there is no way you will survive the jungle.”

"Which test do you wish to undergo first?"

There's also the option of simply killing the zombies so the funky thing the basin does can be exploited, but what do I know?

You were fatigued from ray of exhaustion.

Though checking that, you appear to no longer fatigued.

init: 1d20 ⇒ 17

You don't see where the fireball came from.

not sure what good 2 minutes will do

After 8 hours of complete rest, fatigued characters are no longer fatigued.

OK, since this appears to be a widespread issue assume healbot channeled a couple of times after the last fight.

channel: 4d6 ⇒ (1, 5, 3, 6) = 15
channel: 4d6 ⇒ (4, 4, 6, 3) = 17

Give me an init roll, though they don't seem to have reacted to the door opening.

Gaze attacks :
All creatures within 20 feet of a scarlet walker are subject to the monster’s eerie blood-draining gaze. Affected creatures must succeed at a DC 23 Fortitude save or thin streams of blood pour from their eyes, flowing through the air and into the eye socket-like pits in the scarlet walker’s face. This does not impact the victim’s vision, but does deal 1 point of Constitution damage and sickens the victim for 1 round from the hideous pain. A creature already suffering from a bleed effect takes a –4 penalty on the saving throw. This is a bleed effect. The save DC is Constitution-based.

This is the final combat of the module so we can bring you back after. Healbot doesn't have access to breath of life yet.

As Kronug reaches the top of the stairs someone tosses a fireball at the lot of you.

fire damage: 10d6 ⇒ (1, 2, 5, 3, 6, 3, 6, 6, 6, 1) = 39 empowered so 58 unless you save DC 21 reflex

init: 1d20 + 7 ⇒ (17) + 7 = 24

healbot reflex: 1d20 ⇒ 11 pass, no damage

Further diplomacy checks are in order. You didn't completely flub the first one due to assists, but you didn't make him more than indifferent. I'd suggest you decide on your lead and then assist.

If someone posts a diplomacy check without specifying assist, they are lead.

everyone made their saves
The devil in the back tries to toss another spell, but Yap counters.

The fugly red things move into attack some more.

3, 4 move 5' and get full attacks, the other 2 move in farther and get standards.
1,3 attack Bo

claw, claw, tentacle
to hit: 1d20 ⇒ 5 damage: 2d6 + 7 ⇒ (6, 3) + 7 = 16 miss
to hit: 1d20 ⇒ 16 damage: 2d6 + 7 ⇒ (1, 5) + 7 = 13 hit
to hit: 1d20 ⇒ 17 damage: 4d3 + 3 ⇒ (2, 3, 2, 1) + 3 = 11 miss

to hit: 1d20 ⇒ 1 damage: 4d3 + 3 ⇒ (2, 3, 2, 3) + 3 = 13 miss

On Jan
claw, claw, tentacle
to hit: 1d20 ⇒ 2 damage: 2d6 + 7 ⇒ (3, 4) + 7 = 14 miss
to hit: 1d20 ⇒ 11 damage: 2d6 + 7 ⇒ (6, 3) + 7 = 16 hit
to hit: 1d20 ⇒ 7 damage: 4d3 + 3 ⇒ (2, 2, 2, 3) + 3 = 12 miss

to hit: 1d20 ⇒ 13 damage: 4d3 + 3 ⇒ (1, 3, 1, 1) + 3 = 9 miss

As it is a gaze attack, it continues
Bo, Jan, Boom need to make 2 saves per, Obi and Yap make 1 each.

PCs are up again

Sorry was on Vacation and missed updating this one. Somehow I did other ones. No excuse, I screwed up.

he southern portion of this room holds a wide alabaster basin lled with bloody entrails. The outside of the basin is carved with images of warriors around a raised sun, holding longswords aloft. A ight of stairs ascends to the west.

There are six humans standing around the basin, but they seem to be rotting.

Yap, no.


Miss, miss, hit, hit

hit, hit, miss, miss, miss

Hit, hit, hit, miss, hit

miss, hit, miss

Sorry was traveling back from Vegas this weekend, will do enemy attacks a bit later.

"Those crabs were my pets. " he responds in an unfriendly voice. "Why do you intrude on my solitude and harm my animals? What do I care of a lost city. I also cannot imagine a fellow follower of the green would kill such wonderful creatures with impunity. "

I'll assume you head up to the next floor.

The stairs pause for a short run at a small balcony overlooking the haunted city of Celwynvian and the vaguely shadowy expanse of the eerily colorless Mierani Forest beyond.

You can continue up.

Seems cool so you blow the horn. It tastes of salt spray, but no poison.

Shortly afterwards high upon a narrow ledge, a dark-skinned man appears. Dressed in nothing but a loincloth, his wild, knotted hair whips about in the wind. Shouting above the crashing surf he calls down, “Who are you and for what purpose do you seek me?”

People need to make fort saves against the gaze attacks.

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